/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define FACEBSP_C /* dependencies */ #include "q3map2.h" int c_faceLeafs; /* ================ AllocBspFace ================ */ face_t *AllocBspFace( void ) { face_t *f; f = safe_malloc(sizeof(*f)); memset( f, 0, sizeof(*f) ); return f; } /* ================ FreeBspFace ================ */ void FreeBspFace( face_t *f ) { if ( f->w ) { FreeWinding( f->w ); } free( f ); } /* SelectSplitPlaneNum() finds the best split plane for this node */ static void SelectSplitPlaneNum( node_t *node, face_t *list, int *splitPlaneNum, int *compileFlags ) { face_t *split; face_t *check; face_t *bestSplit; int splits, facing, front, back; int side; plane_t *plane; int value, bestValue; int i; vec3_t normal; float dist; int planenum; float sizeBias; //int frontC,backC,splitsC,facingC; /* ydnar: set some defaults */ *splitPlaneNum = -1; /* leaf */ *compileFlags = 0; /* ydnar 2002-06-24: changed this to split on z-axis as well */ /* ydnar 2002-09-21: changed blocksize to be a vector, so mappers can specify a 3 element value */ /* if it is crossing a block boundary, force a split */ for( i = 0; i < 3; i++ ) { if( blockSize[ i ] <= 0 ) continue; dist = blockSize[ i ] * (floor( node->mins[ i ] / blockSize[ i ] ) + 1); if( node->maxs[ i ] > dist ) { VectorClear( normal ); normal[ i ] = 1; planenum = FindFloatPlane( normal, dist, 0, NULL ); *splitPlaneNum = planenum; return; } } /* pick one of the face planes */ bestValue = -99999; bestSplit = list; // div0: this check causes detail/structural mixes //for( split = list; split; split = split->next ) // split->checked = qfalse; for( split = list; split; split = split->next ) { //if ( split->checked ) // continue; plane = &mapplanes[ split->planenum ]; splits = 0; facing = 0; front = 0; back = 0; for ( check = list ; check ; check = check->next ) { if ( check->planenum == split->planenum ) { facing++; //check->checked = qtrue; // won't need to test this plane again continue; } side = WindingOnPlaneSide( check->w, plane->normal, plane->dist ); if ( side == SIDE_CROSS ) { splits++; } else if ( side == SIDE_FRONT ) { front++; } else if ( side == SIDE_BACK ) { back++; } } if(bspAlternateSplitWeights) { // from 27 //Bigger is better sizeBias=WindingArea(split->w); //Base score = 20000 perfectly balanced value = 20000-(abs(front-back)); value -= plane->counter;// If we've already used this plane sometime in the past try not to use it again value -= facing ; // if we're going to have alot of other surfs use this plane, we want to get it in quickly. value -= splits*5; //more splits = bad value += sizeBias*10; //We want a huge score bias based on plane size } else { value = 5*facing - 5*splits; // - abs(front-back); if ( plane->type < 3 ) { value+=5; // axial is better } } value += split->priority; // prioritize hints higher if ( value > bestValue ) { bestValue = value; bestSplit = split; //frontC=front; //backC=back; //splitsC=splits; //facingC=facing; } } /* nothing, we have a leaf */ if( bestValue == -99999 ) return; //Sys_FPrintf (SYS_VRB, "F: %d B:%d S:%d FA:%ds\n",frontC,backC,splitsC,facingC ); /* set best split data */ *splitPlaneNum = bestSplit->planenum; *compileFlags = bestSplit->compileFlags; #if 0 if(bestSplit->compileFlags & C_DETAIL) for( split = list; split; split = split->next ) if(!(split->compileFlags & C_DETAIL)) Sys_FPrintf(SYS_ERR, "DON'T DO SUCH SPLITS (1)\n"); if((node->compileFlags & C_DETAIL) && !(bestSplit->compileFlags & C_DETAIL)) Sys_FPrintf(SYS_ERR, "DON'T DO SUCH SPLITS (2)\n"); #endif if (*splitPlaneNum>-1) mapplanes[ *splitPlaneNum ].counter++; } /* CountFaceList() counts bsp faces in the linked list */ int CountFaceList( face_t *list ) { int c; c = 0; for( ; list != NULL; list = list->next ) c++; return c; } /* BuildFaceTree_r() recursively builds the bsp, splitting on face planes */ void BuildFaceTree_r( node_t *node, face_t *list ) { face_t *split; face_t *next; int side; plane_t *plane; face_t *newFace; face_t *childLists[2]; winding_t *frontWinding, *backWinding; int i; int splitPlaneNum, compileFlags; #if 0 qboolean isstruct = qfalse; #endif /* count faces left */ i = CountFaceList( list ); /* select the best split plane */ SelectSplitPlaneNum( node, list, &splitPlaneNum, &compileFlags ); /* if we don't have any more faces, this is a node */ if ( splitPlaneNum == -1 ) { node->planenum = PLANENUM_LEAF; node->has_structural_children = qfalse; c_faceLeafs++; return; } /* partition the list */ node->planenum = splitPlaneNum; node->compileFlags = compileFlags; node->has_structural_children = !(compileFlags & C_DETAIL) && !node->opaque; plane = &mapplanes[ splitPlaneNum ]; childLists[0] = NULL; childLists[1] = NULL; for( split = list; split; split = next ) { /* set next */ next = split->next; /* don't split by identical plane */ if( split->planenum == node->planenum ) { FreeBspFace( split ); continue; } #if 0 if(!(split->compileFlags & C_DETAIL)) isstruct = 1; #endif /* determine which side the face falls on */ side = WindingOnPlaneSide( split->w, plane->normal, plane->dist ); /* switch on side */ if( side == SIDE_CROSS ) { ClipWindingEpsilonStrict( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2, &frontWinding, &backWinding ); /* strict; if no winding is left, we have a "virtually identical" plane and don't want to split by it */ if( frontWinding ) { newFace = AllocBspFace(); newFace->w = frontWinding; newFace->next = childLists[0]; newFace->planenum = split->planenum; newFace->priority = split->priority; newFace->compileFlags = split->compileFlags; childLists[0] = newFace; } if( backWinding ) { newFace = AllocBspFace(); newFace->w = backWinding; newFace->next = childLists[1]; newFace->planenum = split->planenum; newFace->priority = split->priority; newFace->compileFlags = split->compileFlags; childLists[1] = newFace; } FreeBspFace( split ); } else if ( side == SIDE_FRONT ) { split->next = childLists[0]; childLists[0] = split; } else if ( side == SIDE_BACK ) { split->next = childLists[1]; childLists[1] = split; } } // recursively process children for ( i = 0 ; i < 2 ; i++ ) { node->children[i] = AllocNode(); node->children[i]->parent = node; VectorCopy( node->mins, node->children[i]->mins ); VectorCopy( node->maxs, node->children[i]->maxs ); } for ( i = 0 ; i < 3 ; i++ ) { if ( plane->normal[i] == 1 ) { node->children[0]->mins[i] = plane->dist; node->children[1]->maxs[i] = plane->dist; break; } if ( plane->normal[i] == -1 ) { node->children[0]->maxs[i] = -plane->dist; node->children[1]->mins[i] = -plane->dist; break; } } #if 0 if((node->compileFlags & C_DETAIL) && isstruct) Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf1\n", node->has_structural_children); #endif for ( i = 0 ; i < 2 ; i++ ) { BuildFaceTree_r ( node->children[i], childLists[i]); node->has_structural_children |= node->children[i]->has_structural_children; } #if 0 if((node->compileFlags & C_DETAIL) && !(node->children[0]->compileFlags & C_DETAIL) && node->children[0]->planenum != PLANENUM_LEAF) Sys_FPrintf(SYS_ERR, "I am detail, my child is structural\n", node->has_structural_children); if((node->compileFlags & C_DETAIL) && isstruct) Sys_FPrintf(SYS_ERR, "I am detail, my child is structural, this is a wtf2\n", node->has_structural_children); #endif } /* ================ FaceBSP List will be freed before returning ================ */ tree_t *FaceBSP( face_t *list ) { tree_t *tree; face_t *face; int i; int count; Sys_FPrintf (SYS_VRB, "--- FaceBSP ---\n" ); tree = AllocTree (); count = 0; for( face = list; face != NULL; face = face->next ) { count++; for( i = 0; i < face->w->numpoints; i++ ) { AddPointToBounds( face->w->p[ i ], tree->mins, tree->maxs ); } } Sys_FPrintf( SYS_VRB, "%9d faces\n", count ); for( i = 0; i < nummapplanes; i++) { mapplanes[ i ].counter=0; } tree->headnode = AllocNode(); VectorCopy( tree->mins, tree->headnode->mins ); VectorCopy( tree->maxs, tree->headnode->maxs ); c_faceLeafs = 0; BuildFaceTree_r ( tree->headnode, list ); Sys_FPrintf( SYS_VRB, "%9d leafs\n", c_faceLeafs ); return tree; } /* MakeStructuralBSPFaceList() get structural brush faces */ face_t *MakeStructuralBSPFaceList( brush_t *list ) { brush_t *b; int i; side_t *s; winding_t *w; face_t *f, *flist; flist = NULL; for( b = list; b != NULL; b = b->next ) { if( !deepBSP && b->detail ) continue; for( i = 0; i < b->numsides; i++ ) { /* get side and winding */ s = &b->sides[ i ]; w = s->winding; if( w == NULL ) continue; /* ydnar: skip certain faces */ if( s->compileFlags & C_SKIP ) continue; /* allocate a face */ f = AllocBspFace(); f->w = CopyWinding( w ); f->planenum = s->planenum & ~1; f->compileFlags = s->compileFlags; /* ydnar */ if(b->detail) f->compileFlags |= C_DETAIL; /* ydnar: set priority */ f->priority = 0; if( f->compileFlags & C_HINT ) f->priority += HINT_PRIORITY; if( f->compileFlags & C_ANTIPORTAL ) f->priority += ANTIPORTAL_PRIORITY; if( f->compileFlags & C_AREAPORTAL ) f->priority += AREAPORTAL_PRIORITY; if( f->compileFlags & C_DETAIL ) f->priority += DETAIL_PRIORITY; /* get next face */ f->next = flist; flist = f; } } return flist; } /* MakeVisibleBSPFaceList() get visible brush faces */ face_t *MakeVisibleBSPFaceList( brush_t *list ) { brush_t *b; int i; side_t *s; winding_t *w; face_t *f, *flist; flist = NULL; for( b = list; b != NULL; b = b->next ) { if( !deepBSP && b->detail ) continue; for( i = 0; i < b->numsides; i++ ) { /* get side and winding */ s = &b->sides[ i ]; w = s->visibleHull; if( w == NULL ) continue; /* ydnar: skip certain faces */ if( s->compileFlags & C_SKIP ) continue; /* allocate a face */ f = AllocBspFace(); f->w = CopyWinding( w ); f->planenum = s->planenum & ~1; f->compileFlags = s->compileFlags; /* ydnar */ if(b->detail) f->compileFlags |= C_DETAIL; /* ydnar: set priority */ f->priority = 0; if( f->compileFlags & C_HINT ) f->priority += HINT_PRIORITY; if( f->compileFlags & C_ANTIPORTAL ) f->priority += ANTIPORTAL_PRIORITY; if( f->compileFlags & C_AREAPORTAL ) f->priority += AREAPORTAL_PRIORITY; if( f->compileFlags & C_DETAIL ) f->priority += DETAIL_PRIORITY; /* get next face */ f->next = flist; flist = f; } } return flist; }